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  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

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  • Custom extensible file format for 2d tiled maps

    - by Christian Ivicevic
    I have implemented much of my game logic right now, but still create my maps with nasty for-loops on-the-fly to be able to work with something. Now I wanted to move on and to do some research on how to (un)serialize this data. (I do not search for a map editor - I am speaking of the map file itself) For now I am looking for suggestions and resources, how to implement a custom file format for my maps which should provide the following functionality (based on MoSCoW method): Must have Extensibility and backward compatibility Handling of different layers Metadata on whether a tile is solid or can be passed through Special serialization of entities/triggers with associated properties/metadata Could have Some kind of inclusion of the tileset to prevent having scattered files/tilesets I am developing with C++ (using SDL) and targetting only Windows. Any useful help, tips, suggestions, ... would be appreciated!

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  • graphical interface when using assembly language

    - by Hellbent
    Im looking to use assembly language to make a great game, not just an average game but a really great game. I want to learn a framework to use in assembly. I know thats not possible without learning the framework in c first. So im thinking of learning sdl in c and then learn, teach myself, how to interpret the program and run it as assembly language code which shouldnt be that hard. Then i will have a window and some graphics routines to display the game while using assembly to code everything in. I need to spend some time learning sdl and then some more time learning how to code all those statements using assembly while calling c functions and knowing what registers returned calls use and what they leave etc. My question is , Is this a good way to go or is there something better to get a graphical window display using assembly language? Regards HellBent

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  • In a state machine, is it a good idea to separate states and transitions?

    - by codablank1
    I have implemented a small state machine in this way (in pseudo code): class Input {} class KeyInput inherits Input { public : enum { Key_A, Key_B, ..., } } class GUIInput inherits Input { public : enum { Button_A, Button_B, ..., } } enum Event { NewGame, Quit, OpenOptions, OpenMenu } class BaseState { String name; Event get_event (Input input); void handle (Event e); //event handling function } class Menu inherits BaseState{...} class InGame inherits BaseState{...} class Options inherits BaseState{...} class StateMachine { public : BaseState get_current_state () { return current_state; } void add_state (String name, BaseState state) { statesMap.insert(name, state);} //raise an exception if state not found BaseState get_state (String name) { return statesMap.find(name); } //raise an exception if state or next_state not found void add_transition (Event event, String state_name, String next_state_name) { BaseState state = get_state(state_name); BaseState next_state = get_state(next_state_name); transitionsMap.insert(pair<event, state>, next_state); } //raise exception if couple not found BaseState get_next_state(Event event, BaseState state) { return transitionsMap.find(pair<event, state>); } void handle(Input input) { Event event = current_state.get_event(input) current_state.handle(event); current_state = get_next_state(event, current_state); } private : BaseState current_state; map<String, BaseState> statesMap; //map of all states in the machine //for each couple event/state, this map stores the next state map<pair<Event, BaseState>, BaseState> transitionsMap; } So, before getting the transition, I need to convert the key input or GUI input to the proper event, given the current state; thus the same key 'W' can launch a new game in the 'Menu' state or moving forward a character in the 'InGame' state; Then I get the next state from the transitionsMap and I update the current state Does this configuration seem valid to you ? Is it a good idea to separate states and transitions ? And I have some kind of trouble to represent a 'null state' or a 'null event'; What initial value can I give to the current state and which one should be returned by get_state if it fails ?

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  • How to resolve concurrent ramp collisions in 2d platformer?

    - by Shaun Inman
    A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great. Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great. Side-by-side ramps, eg. \/ and /\, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. < or > or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor. I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor when also colliding with a top-down ramp or hadCeiling when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames. I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.) Thanks!

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • SDL2 with OpenGL -- weird results, what's wrong?

    - by ber4444
    I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird results as shown on the second image below (the first image is how it looks with SDL, correctly). The single changeset that causes this is this one, do you see something obviously wrong there, or does SDL2 have some OpenGL nuances I'm unaware of? My SDL is based on changeset dd7e57847ea9 from HG (since then there is one "Allow specifying of OpenGL 3.2 Core Profile on Mac OS X" commit, not sure if that would help).

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  • Alternatives to multiple sprite batches for achieving 2D particle system depth

    - by Ergwun
    In my 2D XNA game, I render all my sprites with a single sprite batch using SpriteSortMode.BackToFront and BlendState.AlphaBlend. I'm adding a particle system based on the App Hub particles sample. Since this uses SpriteSortMode.Deferred and BlendState.Additive, I will need to have two SpriteBatch.Begin / SpriteBatch.End pairs: one for 'regular' sprites, and one for particles. In my top-down shooter, If I want to have explosions appear under planes, but above the ground, then I believe I will have to have three Begin/End pairs, first to draw everything under the explosions, then to draw the explosions, then to draw everything above the explosions. If I want to have particle effects at multiple different depths, then I'm going to need even more Begin/Endpairs. This is all easy to code, but I'm wondering if there is an alternative way to handle this?

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • iOS persistant storage with update function

    - by jernej
    im developing a game which has different levels and i need to store all levels and its elements (position, image, sounds,..) into a file/database. The levels will be updated so i need a function that checks online for a update and downloads a database dump and additional files. I was planing to store all the persistent data into a SQLLite database, but not quite sure how to do the update part - to pack the database dump and the files together (in a .zip or with a xml). Can this be done any other way (as secure as possible)? thanks!

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Simple Math Multiplayer game - is Ajax sufficient?

    - by Christian Strang
    I'm planning to create a simple math multiplayer game and I plan to just use Ajax for the server/client communication but I'm not sure if this is sufficient or if I need a socket server. The game will look like this: 2-4 users all get a simple math task (like: "37 + 14") they have to solve it as fast as possible first user who solves it is the winner I will track the time for each user, since the game started, on the client side and everytime a user gives an answer, the answer and the passed time will be send to the server. Additionally I'll add a function which will check every 3 seconds if the other users finished, how much time they needed and who won. Do you think this is possible just using Ajax? What alternatives are there?

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  • One True Event Loop

    - by CyberShadow
    Simple programs that collect data from only one system need only one event loop. For example, Windows applications have the message loop, POSIX network programs usually have a select/epoll/etc. loop at their core, pure SDL games use SDL's event loop. But what if you need to collect events from several subsystems? Such as an SDL game which doesn't use SDL_net for networking. I can think of several solutions: Polling (ugh) Put each event loop in its own thread, and: Send messages to the main thread, which collects and processes the events, or Place the event-processing code of each thread in a critical section, so that the threads can wait for events asynchronously but process them synchronously Choose one subsystem for the main event loop, and pass events from other subsystems via that subsystem as custom messages (for example, the Windows message loop and custom messages, or a socket select() loop and passing events via a loopback connection). Option 2.1 is more interesting on platforms where message-passing is a well-developed threading primitive (e.g. in the D programming language), but 2.2 looks like the best option to me.

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  • Inverse projection: question about w coordinate

    - by fayeWilly
    I have to perform in shader an inverse projection from a u/v of a render target. What I do is: Get NDC as 2*(u,v,depth) - 1 Then world space as tmp = (P*V)^-1 * (NDC,1.0); world space = tmp/tmp.w; This apparently works, but I am confused about the w division there. Why this work? Shouldn't be a multiplication by a w somewhere (as in the "forward" pipeline there is the perpsective division?) Thank you, Faye

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  • How to implement a game launch counter in LibGDX

    - by Vishal Kumar
    I'm writing a game using LibGDX in which I want to save the number of launches of a game in a text file. So, In the create() of my starter class, I have the following code ..but it's not working public class MainStarter extends Game { private int count; @Override public void create() { // Set up the application AppSettings.setUp(); if(SettingsManager.isFirstLaunch()){ SettingsManager.createTextFileInLocalStorage("gamedata"); SettingsManager.writeLine("gamedata", "Launched:"+count ,FileType.LOCAL_FILE ); } else{ SettingsManager.writeLine("gamedata", "Not First launch :"+count++ ,FileType.LOCAL_FILE ); } // // Load assets before setting the screen // ##################################### Assets.loadAll(); // Set the tests screen setScreen(new MainMenuScreen(this, "Main Menu")); } } What is the proper way to do this?

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • Asked to make a 2d platformer [on hold]

    - by Fendorio
    I've been tasked with creating a simple 2D platformer top be put on a webpage. The game is pretty much a simple Super Mario type game. I've been playing around with C# and C++ now for a couple years, so I'm aware that Unity offers a route to making a web game but for such a simplistic project i'm afraid that using unity would be overkill... i.e. slow, nobody wants to install the web player for a game with < 5 mins playtime. Html5 canvas/JS seems to jump out at me over flash, as that seems to be being pushed out. Any suggestions on a route to take would be greatly appreciated

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • What's a viable way to get public properties from child objects?

    - by Raven Dreamer
    I have a GameObject (RoomOrganizer in the picture below) with a "RoomManager" script, and one or more child objects, each with a 'HasParallelagram' component attached, likeso: I've also got the following in the aforementioned "RoomManager" void Awake () { Rect tempRect; HasParallelogram tempsc; foreach (Transform child in transform) { try { tempsc = child.GetComponent<HasParallelogram>(); tempRect = tempsc.myRect; blockedZoneList.Add(new Parallelogram(tempRect)); Debug.Log(tempRect.ToString()); } catch( System.NullReferenceException) { Debug.Log("Null Reference Caught"); } } } Unfortunately, attempting to assign tempRect = tempsc.myRect causes a null pointer at run time. Am I missing some crucial step? HasParallelgram is an empty script with a public Rect set in the editor and nothing else. What's the proper way to get a child's component?

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  • Low complexity shader to indicate the sides of a polyline

    - by Pris
    I have a bunch of polylines that I draw using GL_LINES. They can have thousands of points. They actually represent the separation of land and water on a map. I don't have complete polygons, just the ordered set of points. I'm looking for a neat but efficient way to visually convey Side A and Side B as being different. For example I could offset the polyline in one direction a few times and fade it out (but every offset is doubling the number of points), or offset it once to make a "ribbon" and give one side a 'glow' like effect to mimic the outer glow or shadow of a polygon). This is for a mobile application and I'm using OpenGL ES 2. I'd like to keep the effect as simple as possible from a complexity stand point. I'm looking for some additional ideas; maybe there's a clever shader technique out there or a visual effect I haven't considered.

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  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

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  • How to get location of sprite placed on rotating circle in cocos2d android?

    - by Real_steel4819
    I am developing a game using cocos2d and i got stuck here when finding location of sprite placed on rotating circle on background, so that when i hit at certain position on circle its not getting hit at wanted position,but its going away from it and placing target there.I tried printing the position of hit on spriteMoveFinished() and ccTouchesEnded(). Its giving initial position and not rotated position. CGPoint location = CCDirector.sharedDirector().convertToGL(CGPoint.ccp(event.getX(), event.getY())); This is what i am using to get location.

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Why does my model render differently than its preview?

    - by Raven Dreamer
    I've been importing .fbx files that I made with 3DS Max 2012 into Unity, and it's quite neat to see my models running around in game. However, I can't help but notice that the models, as they're rendered in game, vary substantially from what they look like in the preview (and also what they looked like in 3DS Max). Observe: In-Game Unity Preview 3DS Max My gut tells me that I'm not setting up Unity's lighting system properly. What, then, do I need to do, to either my scene or my model, in order to get the left-most picture to look like the middle one?

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